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Articles 1 - 9 of 9
Full-Text Articles in Social and Behavioral Sciences
Metaphorical Cities - Behind The Cover Art, Elana Melissa Hill
Metaphorical Cities - Behind The Cover Art, Elana Melissa Hill
The STEAM Journal
This is a reflection on how cities function like organisms. An artist's interpretation of the spaces surrounding them.
Metaphorical Cities, Elana Melissa Hill
Metaphorical Cities, Elana Melissa Hill
The STEAM Journal
This is a reflection on how cities function like organisms. An artist's interpretation of the spaces surrounding them.
Aesthetics And Imagining The Octopus’S Mind, André Krebber, Maike Riedinger, Yvette Watt
Aesthetics And Imagining The Octopus’S Mind, André Krebber, Maike Riedinger, Yvette Watt
Animal Sentience
Several commentators on Mather’s target article discuss the challenges of finding adequate cognitive methods and concepts for accessing the mind and experience of octopuses. Building on Godfrey-Smith’s commentary, we propose aesthetics as a way. The arts provide means to perform what Godfrey-Smith calls an “imaginative leap” to access the experience of octopuses, especially mimesis. We are trying to do this in our current project Okto-Lab. Laboratory for Octopus Aesthetics.
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
CLCWeb: Comparative Literature and Culture
In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeersche, Kris Rutten and Niels Quinten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many different and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and different definitions and functions of art, different motives of artists, and the potential impact of the arts. The …
Desert Pool {If Every Desert Was Once A Sea}, Karen Miranda Abel
Desert Pool {If Every Desert Was Once A Sea}, Karen Miranda Abel
The Goose
Desert Pool {If every desert was once a sea} is a site-specific art project by Canadian artist Karen Miranda Abel completed in 2016 while artist-in-residence at Joya: arte + ecología, an arts-led research centre situated in an alpine desert within a national park in southern Spain. The elemental installation represents an envisioning of the ancient sea that occupied the Sierra de María-Los Vélez Natural Park millions of years before the current desert ecology, a time when its highest mountain peaks may have been islands.
Considering Triple Self-Portraiture In The Work Of María Izquierdo, Brooke Lashley
Considering Triple Self-Portraiture In The Work Of María Izquierdo, Brooke Lashley
The Quiet Corner Interdisciplinary Journal
This paper looks to María Izquierdo’s paintings, Prisioneras (Prisoners) of 1936 and Sueño y presentimiento (Dream and Premonition) of 1947, as case studies for activating a theory of triple self-portraiture. The theory reflects how plurality arises in the singular or in single significations of the self and disrupts homogeneity in thinking about identities for the self and others within the genre of self-portraiture. In activating a theory of triple self-portraiture, I found three forms of the self in Izquierdo's works: the self as oppressed (the past); the self as oppressing (the current); and the self as an emancipator (future). Although …
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
The Art / Crime Archive: An Anti-Boredom Space, Paul Kaplan, Brian Goeltzenleuchter, Dan Salmonson
The Art / Crime Archive: An Anti-Boredom Space, Paul Kaplan, Brian Goeltzenleuchter, Dan Salmonson
The STEAM Journal
This paper reports on an ongoing web-based project devoted to the study of deviant art and creative crime called the Art / Crime Archive: www.artcrimearchive.org. The Art / Crime Archive (ACA) is a collaborative laboratory, teaching center, and web-based platform devoted to the study of this space. The ACA is organized by an artist, a criminologist, and a computer engineer. The working process of the ACA involves locating, archiving, and discussing visual, audio, and text artifacts that support this shadow space. The work product is a dynamic archive which can be configured for a multiplicity of contexts—art exhibitions, academic …
A Distributed Intelligence Approach To Multidisciplinarity: Encouraging Divergent Thinking In Complex Science Issues In Society., Jarod Kawasaki, Dai Toyofuku
A Distributed Intelligence Approach To Multidisciplinarity: Encouraging Divergent Thinking In Complex Science Issues In Society., Jarod Kawasaki, Dai Toyofuku
The STEAM Journal
The scientific issues that face society today are increasingly complex, open-ended and tentative (Sadler, 2004). Finding solutions to these issues, not only requires an understanding of the science, but also, concurrently dealing with political, social, and economic dimensions that exist (Hodson, 2003). For example, 40 years after the first congressional hearing on climate change held by Al Gore in 1976, the 2012 Intergovernmental Panel on Climate Change (IPCC) report states that climate change is still getting worse, despite efforts by governments, businesses, social actors such as Non-Government Organizations, and scientists. With the top minds in the world, across all disciplines, …